Complete Hitbox/Frame Data For Every Character (Now with KO Percents)

Psyruby

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Can I get a link to the thread/post this is from, if there is one?
That was all self tested from the 3DS and Wii U version. I used several attacks at many percents, then looked at Launch Speed. Compared the two between 0% and 200%(cause you can't set handicap to specific numbers). All numbers grew by 15.4 percent. I then used my knowledge that rage slopes out at 150% and made a rough estimate for the formula.

(I didn't use training, this was in Smash mode)
 

TheReflexWonder

Wonderful!
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Filling in the gaps for Wario Bike; the Speeding and Burying ones adjacent are very likely the same hitbox as the previous default.

  1. BEGIN wario_wariobike
  2. **********
  3. Wario Bike ("Normal" driving hitbox. The damage is variable and based on speed [max speed does 10% for ground and 8% for air, respectively], but the numbers listed here are consistent on the first active frame.)
  4. Frame 1- 2: 7% 60b/70g (KO@ 262%) 361° Ground-Target-Only
  5. Frame 1- 2: 5% 60b/70g (KO@ 341%) 361° Aerial-Target-Only
  6. Max Damage: 7%

  7. Speeding Bike (See above)
  8. Frame 1- 2: 6% 110b/45g (KO@ 269%) 361°
  9. Max Damage: 6%

  10. Burying Bike (See above)
  11. Frame 1- 2: 7% 60b/70g (KO@ 262%) 361° 1.2-Hitlag Bury
  12. Max Damage: 7%

  13. Wario Bike (Late wheelie hitbox)
  14. Frame 1- 2: 5% 70b/50g (KO@ 501%) 80° Ground-Target-Only
  15. Max Damage: 5%

  16. Speeding Bike (See above)
  17. Frame 1- 2: 5% 100b/30g (KO@ 535%) 40° Ground-Target-Only
  18. Max Damage: 5%

  19. Burying Bike (See above)
  20. Frame 1- 2: 5% 70b/50g 80° 1.2-Hitlag Bury Ground-Target-Only
  21. Max Damage: 5%

  22. Wario Bike (Rising wheelie hitbox)
  23. Frame 3- 4: 8% 50b/100g (KO@ 205%) 70°
  24. Max Damage: 8%

  25. Speeding Bike (See above)
  26. Frame 3- 4: 6% 110b/45g (KO@ 351%) 70°
  27. Max Damage: 6%

  28. Burying Bike (See above)
  29. Frame 3- 4: 8% 50b/100g (KO@ 205%) 70° 1.2-Hitlag Bury
  30. Max Damage: 8%

  31. Wario Bike (post-Wheelie "slam")
  32. Frame 10-12: 13% 70b/105g (KO@ 104%) 70°
  33. Max Damage: 13%

  34. Speeding Bike (See above)
  35. Frame 7-11: 10% 70b/105g (KO@ 136%) 70°
  36. Max Damage: 10%

  37. Burying Bike (See above)
  38. Frame 7-11: 10% 70b/105g (KO@ 136%) 70° Bury
  39. Max Damage: 10%

  40. Wario Bike (Initial Turnaround Skid)
  41. Frame 1- 2: 7% 60b/120g (KO@ 159%) 45° 1.2-Hitlag Ground-Target-Only
  42. Max Damage: 7%

  43. Speeding Bike (Probably the same as above, but you can't turn the Speeding Bike around, so...)
  44. Frame 1- 2: 7% 60b/120g (KO@ 159%) 45° 1.2-Hitlag Ground-Target-Only
  45. Max Damage: 7%

  46. Burying Bike (Initial Turnaround Skid)
  47. Frame 1- 2: 7% 60b/120g 45° 1.2-Hitlag Bury Ground-Target-Only
  48. Max Damage: 7%

  49. Wario Bike (Late Turnaround Skid [only happens when you turn out of fast speed])
  50. Frame 1-20: [3%]x2 40b/80g (KO@ 437%) 25° Ground-Target-Only
  51. Max Damage: 6%

  52. Speeding Bike (Probably the same as above, but you can't turn the Speeding Bike around, so...)
  53. Frame 1-20: [3%]x2 40b/80g (KO@ 437%) 25° Ground-Target-Only
  54. Max Damage: 6%

  55. Burying Bike (Late Turnaround Skid)
  56. Frame 1-20: [3%]x2 40b/80g 25° Bury Ground-Target-Only
  57. Max Damage: 6%

  58. Wario Bike (Explosion from breaking the Bike; can only hurt Wario, and only when it breaks while he's riding it)
  59. Frame 1- 2: 6% 74b/68g (KO@ 324%) 70°
  60. Max Damage: 6%

  61. Speeding Bike (See above)
  62. Frame 1- 2: 6% 74b/68g (KO@ 324%) 70°
  63. Max Damage: 6%

  64. Burying Bike (See above)
  65. Frame 1- 2: 6% 74b/68g (KO@ 324%) 70°
  66. Max Damage: 6%

  67. **********
  68. END wario_wariobike
 
Last edited:

LordKKs

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Guys...i think this is too confusing...why not use a easier, more noob friendly mode?

Exemple:

C.falcon / start up / active / recovery / total

Fsmash - 3 / 11 / 7 - 21

Utilt - 1 / 8 / 3 - 12

After you get this, you work on the details (like auto ladining cancel, knockback, hitbox, etc..). Just a suggestion of workflow...
 
Last edited:

HeroMystic

Legacy of the Mario
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Data mining doesn't show recovery frames, nor does it show... whatever you mean by hitbox.

Outside of recovery frames, the list already does what you're asking for.
 

Nate22Hill

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i am new to studying frame data, can anyone give me advice on what to study from frame data. The only things i know to study is what moves can punish certain moves on shield.
 

Doval

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Thinkaman, are your scripts available anywhere (or would you consider making them available)? Where do you get the data files from? I know Dantarion posts them in MasterCore but scraping HTML is a pretty roundabout way of getting data.
 
Joined
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Are there any shield frame advantage resources? If not, can anyone give me the formula and a relevant info dump? Thinkaman Thinkaman Dr. Tuen Dr. Tuen @Shaya @anyonewhocanhelp
@LordWilliam1234 and myself are working on it. But as you can see, most of the cast still remains. It's all tested with 60FPS video capture, so the process is slow. But we can say without a doubt that the shieldstun numbers are consistent with all moves.

For your own use, the formula for melee attacks is floor(damage / 1.72) + 2. For projectiles and articles, it's floor(damage / 3.5) + 2. Projectiles may be floor(damage / 3.44) + 2, but I don't have proof. Shieldlag is not an issue on attacks in 1.11, since the attacker and defender now always suffer the same amount, no more Marth situations. But for projectiles, just remember that the attacker suffers no lag, so shieldlag is directly added to shieldstun for calculations. We've found some inconsistencies on shield stun regarding moves with little or no hitlag modifiers (and consequently little or no shieldlag) examples include Mario's Fast Fireball and Falco lasers. The shield stun is notably higher on them. My personal guess as to why is that the game wants the defender to be frozen for at least 4 frames between shieldlag and shieldstun, never any less. But this theory is still debatable. Furthermore, I've gotten bizarre shieldstun numbers on bob-omb, an item that's not tied directly to a character's moveset, so assume these shieldstun numbers to only work for character attacks and items, not general items.

Once you've got a move's shieldstun value, subtract it directly from the attack's lag. We use total frames of a move to define endlag - Total Frames is First Active Frame minus 1. KuroganeHammer's site should suffice as long as you know the difference. For aerials, we use shieldstun subtracted from landlag, assuming a scenario where you land just one frame before connecting the attack.
 
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Dr. Tuen

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Are there any shield frame advantage resources? If not, can anyone give me the formula and a relevant info dump? Thinkaman Thinkaman Dr. Tuen Dr. Tuen @Shaya @anyonewhocanhelp
I have some community tools that I'm going to develop when I'm graduate next month. But it looks like some other projects are already underway! Check those out and continue spreading the knowledge!
 
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